I planned to run this one as part of a Mystara campaign, but never made it. Adventures in Blackmoor is an interesting variation on the site based adventure, you explore the Blackmoor Comeback Inn in (at least) three different eras. The inn is an interesting location and the backstory is engaging, but the adventure itself is fairly by the numbers. I always felt like Arneson and Ritchie were really more interested in writing a sourcebook than an adventure. Once you get past the fact that every other NPC is carrying an intelligent sword the Rogues, Regents, and Rascals section has some great characters.
Temple of the Frog has some fun concepts (who wouldn't love a temple full of cultists and killer frogs in the middle of the swamp). However, it suffers from the same problem as many adventure modules, the 'hook' of the temple is played out long before you finish exploring it.
City of the Gods is fun and different. The real drawback is that the city is so huge, navigating it is so difficult, and the PCs chances of remaining undetected so small, that without some major DM handwaving their not likely to make it far enough to encounter the most interesting stuff. In fact, as I recall chances are pretty slim that the party will even make it inside.
The Duchy of Ten? Well, the Afridhi are kind of interesting. Unfortunately this adventure, unlike the others, doesn't need to be in Blackmoor and doesn't really add anything compelling to the setting. Notice that Arneson wasn't involved in this one. Greyhawk and the Forgotten Realms, for better or worse, have had the opportunity to grow beyond their creators' individual visons. Other people have been able to write interesting material for those settings. Blackmoor is all Dave Arneson, he has provided the only compelling vision of the setting. Which I imagine is just the way he wants it.
Morrow